#encoding = utf-8

#怪物模块

#导入模块
from BasicsModules import BasicsMonster

#导入玩家模块
import player
import bullet

class LongRangeMonster(BasicsMonster.BasMonster):
    '''
    构造函数
    '''

    # def __init__(self, win, winSize, player, strImagePath, strPicture, strName='小怪兽'):
    #     self.win = win
    #     self.winSize = winSize
    #     self.player = player
    #     self.name = strName
    #     self.imagePath = strImagePath
    #     self.imagePicture = strPicture
    #     self.attackDistance = 200
    #     self.views = 200

    def attack(self):
        #生成一个子弹
        px = self.player.rect.left
        py = self.player.rect.top
        cx = self.rect.left
        cy = self.rect.top
        b = bullet.Bullet(self.win, self.winSize, self.player, "images/bullet/", "littleFire.png", cx, cy, px, py, 40)
        bullet.Bullet.addBullets(b)


class BossMonster(BasicsMonster.BasMonster):
    # self.baseAttack = attribute.get['baseAttack']
    # self.baseDefense = attribute.get['baseDefense']
    # self.baseSpeed = attribute.get['baseSpeed']
    # self.blood = attribute.get['blood']
    # self.attackInterval = attribute.get['attackInterval']
    # self.bloodHeight = attribute.get['bloodHeight']
    # self.width = attribute.get['width']
    # self.height = attribute.get['height']

    # 参数示例
    # bossAttribute = {
    #     'baseAttack': 100,
    #     'baseDefense': 20,
    #     'baseSpeed': 1,
    #     'blood': 2000,
    #     'attackInterval': 180,
    #     'bloodHeight': 12,
    #     'width': 80,
    #     'height': 80
    # }

    #定义远程攻击
    def longRangeAttack(self, attackNums, attackType, *attackAngle):

        if attackType == "singleAttack" or attackType == 1:   #单个攻击
            pass
        elif attackType == "manyBall" or attackType == 2:    #三火球
            if len(attackAngle) == 3:
                pass
            else:
                threeAngle = [30, 0, -30]
        elif attackType == "bigFireBall" or attackType == 3:  #大火球
            pass
        elif attackType == "fireWall" or attackType == 4: #火墙
            pass
        elif attackType == "rangeBall" or attackType == 5:    #环形火球
            pass


#测试时代码
if __name__ == "__main__":
    pass
